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3 Dimensional Chat / Texturing a rock - problem

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bob915
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Posted: 30th May 2007 18:49
Hi,
I'm trying to texture rocks for a landscape.
I model my rock.
I load it in milkshape.
I assign it a seamless texture.
I set "Texture mapping " to cubic.
And this is what I get.

How can I do to avoid this?
I know there are softwares to unwrap a model, etc... but what's the exact way to have good results?
Thanks.
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 30th May 2007 19:05
unwrap it and paint it on in a paint program...


Van B
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Posted: 30th May 2007 19:15
You could cylinder map it, then match up both sides so the texture is actually wrapped around it. But then you have a problem with the top, unless you sphere map it instead, but that has it's own problems.

You need to decide what goes on the top, like maybe a patch of moss, but I think the best bet is to draw the top in the middle of your texture, and have it roll off to the sides so the bottom is actually the outside edges of your texture. Not seamless, but it would provide a seamless rock. By using the right rock texture you can make the stretching look decent. I'd be tempted to cylinder map it first, then take off the top part, and plain map that - then with some carefull vertice selection and rotation, wrap the cylinder mapped part round the top part so it's like the rock had a blanket over it, which you just took off.

Professionals would most likely rely on 3D painting software, so they could just tidy up the dodgy edges, but 3D painting software is expensive.


Good guy, Good guy, Wan...
bob915
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Posted: 30th May 2007 19:21
Yes, I thougt about that.
For example, here is my model unwrapped with UVmapper

When you paint such an UV map, how is it possible to make a proper seamless mapping?
bob915
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Posted: 30th May 2007 19:35
Van-B: thanks for your advices. I read your post after I sent mine.
Finally, it seems to be quite difficult to solve this problem and it seems there is no perfect solution.
Would a 3D painting program be much more efficient? Is there such freeware programs? What do you mean by:
Quote: "so they could just tidy up the dodgy edges"
?
Van B
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Posted: 30th May 2007 19:59
With a 3D paint program, say Tattoo, because I think that's the cheapest and you could go try it out. Anyhoo, it doesn't matter if the UV map matches up, because it would be painted in 3D, so the texture will blend together perfectly. This would be damn near impossible to replicate in a 2D art package.

Programs like ZBrush are used by professionals, and the features are just amazing, compared to even photoshop, the results are much better. Gonna take a look at tattoo myself now.


Good guy, Good guy, Wan...
bob915
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Posted: 1st Jun 2007 21:49
Well, I found Tatoo and tried it. Not bad at all but features are quite basic. I saw it was written with Blitz 3D. I wonder if such a software could be coded in DBpro and how it would basically be made.
Image All
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Posted: 2nd Jun 2007 00:51
Quote: "When you paint such an UV map, how is it possible to make a proper seamless mapping?"


I would make a tiling image, cut it horizontally through the middle and rotate the edges to match up with each edge of the unwrapped guidelines. Then just fill in the middle parts.

Raven
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Location: Hertfordshire, England
Posted: 2nd Jun 2007 20:40
best way for texturing things like this (which take a while given ms3d's fairly basic uv toolset) is to box map.
select the faces from each side then planner map them, after you have all six sides done you can then start to line them up and adjust them for perspective correction.

best way to see where the map isn't quite right is by using a checkered pattern image.

Don't worry about using up all the possible space, the key is to have a uv map that works rather than something that isn't wasting any pixel space.

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